#version 460
#define GLSLIFY 1

struct S_BrokenProp {
	float gap;
	float mixColor;
};

layout(std140, set=0, binding=3) uniform U_Matrix {
	S_BrokenProp m_BrokenProp;
};

layout(location=0) out vec4 outColor;

layout(location=0) in vec4 inColor;
layout(location=1) in float UV;

void main(void) {
	outColor = inColor;

	if (UV - mod(UV, m_BrokenProp.gap) > 0) {
		outColor.a *= m_BrokenProp.mixColor;
	}
}

